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File: kobold_guide_by_d_mac.jpg (155 KB, 445x759)
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Echoes sound across the caverns of the Upperdark reach across the ruins of a great kingdom. The once great kobold empire of Drakka has been razed to the ground, leaving nothing left but the empty husk of a dragon that housed its numerous people. The caverns are dark and treacherous for the small kobolds that skitter around them trying to carve out a living; hunted out by spiders and strange beings that shift in the dark.

One small cave is the only hope the kobolds have left for rebuilding their home, led by a tinkerer and toymaker by the name of Criproghad. Recently the kobolds have united with another group of refugees held up in a loamy cave by a fishing pond, and have formed an alliance with the only other survivors they’ve found. Voices sound through the tunnels as a hymnal is sung, symbolizing the agreement of the two settlements in mutual protection. For the first time, hope is gleaming in the eyes of the kobolds, as they sing in harmony:

Light our friend, we trust the light
Light keeps the dark away, dark consumes us all
Trust in light, light comes back for us
Light leave us not to be consumed by dark
>>
While I type up the status of our tribe, here's the info from last time:

Pastebin: http://pastebin.com/3ishk709

Thread: http://suptg.thisisnotatrueending.com/qstarchive/7233/
>>
Been waiting for this forever
>>
File: kobmap1.png (33 KB, 640x400)
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You step out of your stone hut and let out a large yawn, survyeing your tribe on the first day since your alliance with Ember’s tribe in the pond refuge. Stretching out, you bump against the wall of your hut, causing a loose boulder to fall out of the wall; you make a note that improvements on the huts to make them more sturdy might need to be a priority soon. This small annoyance is not nearly enough to spoil your good mood, and you begin your morning walk through the crater whistling the hymn from the celebration feast the night before. Goldemaar is still hard at work in his makeshift forge, “constructing a gift for the tribe,” he had explained with a wink the night before.

Meanwhile, a group of kobolds is working nearby on a gift for Goldemaar, a fully outfitted forge so he can get back to forging metal tools and weaponry. Slink arrives as you watch them, climbing down the side of the crater with two hunters in tow, each carrying a small bag of fish from the pond refuge. As you watch them crawl down the side of the crater, you realize that your current entrance method may not be ideal as one of the hunters slips and almost falls to his death under the weight of the fish shipment.

Rushing to greet them, Slink presents a bag that he too had been carrying; a mound of tomes was inside, and he explains Ember sent them as a gift and that she would return when she had time to explain their contents. The have ancient draconic lettering inside, the language of the Drakka scholars, leading you to believe they contain information on the arcane workings of the world.


Population: 48 (18 green, 8 red, 7 black, 8 blue, 7 white)
Food: 8 turns
Technology: Nets, Basic smelting (need forge), crude construction, basic pyromancy
Locations: Crater tribe, Pond Refuge, Cliff (dangerous climb), Warm Tunnels, Tiled Tunnels

Pick two:
A) Explore [direction or location] [roll d20]
B) Build structure [roll d4+1] (locked; forge 4 turns)
C) Try to hunt or gather food [which kobolds] [roll d20]
D) Consult kobold or group of kobolds
E) Research [topic] [roll 2d6] (locked; chitine corpses? 2 turns)
F) Other [write in] [roll d20]
>>
Rolled 18 (1d20)

>>52408
A) Cliff with black kobolds
>>
Rolled 7 (1d20)

>>52450
This
>>
>>52408
Also, unrelated, That text looks pretty good man
how do you do colors in text anyways?
>>
Rolled 11 (1d20)

>>52408
C) try to gather food with green goblins
>>
>>52450
This.
>>
>>52450
>>52469
>>52496
>>52512
writing

>>52490
enter red and /red in brackets before and after the words. The sticky will show you more
>>
>>52551
Man I don't get why some people are butthuet about the new board. Seems like some though was put into the board. New things special only to this board. And things that would be important like making sure of no same faging.

You're doing awesome work.
>>
Turning from Slink, you raise your clawed hand to point at the cliff that looms over the crater, “How long do you think it would take to scale this? It would be good to know what lies above us.”

“Agreed, we work too hard for our efforts to be plucked from above. I’ll take the fastest scouts and we’ll see what we can find there; I have seen rare plants and insects make their homes in the cliff, I’ll gather some food while we are out.” You nod and send them on their way.

Slink:

The cliff face is easy enough to scale, though you would have made it up quicker without the burden of others following you. As the others are finishing their ascent, you hear skittering close by and sneak to it to catch it before it catches you. One spear jab into the darkness gives you the corpse of a large hairless rat to take home.

Finally the rest of your group arrives at the top, two carrying torches to bring your surroundings to light. There is a small stream here that flows from the South of the cavern to the East and wells up there, flowing down into a hole around ten feet in diameter. Along the bed of the stream is lengths of moss that clings to the rock, gathering nutrients from the water and the rock here causes it to have a tough texture that may be used to make ropes or even clothing. The water flows slowly from its source, a tunnel opening at the most southern point of the cliff top. Along the wall of the ledge are small alcoves and tunnels branching off, however taking a party may hinder your ability to tell direction in the winding tunnels of the Upperdark.

+4 turns food
+Location: Cliff stream (dangerous climb)

>>52682
thanks man this is actually my first civ
>>
>>52682
dude I think this is my favorite board so far desu. I've been posting like a mad man ever since i saw it sunday.
>>
>>52705
Dice+d20

Explore cliff stream
please crit
>>
>>52745
>tfw collected more (You)s here than on all other boards in the past month
And by that, I mean "This"s.
>>
Rolled 10 (1d20)

>>52799
lol put it in the options bar
>>
>>52799
Dice+1d20
Lol
>>
>>52812
Ohhhhhhhhhh shit
>>
File: Kobmap01.png (103 KB, 1280x760)
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Population: 48 (18 green, 8 red, 7 black, 8 blue, 7 white)
Food: 12 turns
Technology: Nets, Basic smelting (need forge), crude construction, basic pyromancy
Locations: Crater tribe, Pond Refuge, Cliff stream (dangerous climb), Warm Tunnels, Tiled Tunnels

Pick two:
A) Explore [direction or location] [roll d20]
B) Build structure [roll d4+1] (locked; forge 3 turns)
C) Try to hunt or gather food [which kobolds] [roll d20]
D) Consult kobold or group of kobolds
E) Research [topic] [roll 2d6] (locked; chitine corpses? 1 turn)
F) Other [write in] [roll d20]
>>
Rolled 15 (1d20)

>>52835
>A) Explore [Warm Tunnels] [roll d20]
>>
Rolled 6 (1d20)

>>52808
yeah but I think my own thread is dead.

>>52835 (also think there should of been a brown which would be the avg joe of the group)
A) the cliff stream with blue
>>
Rolled 15 (1d20)

>>52835
A) Tiled tunnels black kobols
>>
Rolled 1 (1d20)

Hunt with 4 reds
>>
Rolled 15 (1d20)

>>52835
>F) Other [write in] [roll d20]
Bring some of that good farming dirt to the crater.
>>52864
>should of
>>
>>52896
This
>>
>>52799
>>52864
>>52896
>>52922

Two votes dirt, two votes stream. Writing
>>
>>52970

Upon hearing Slink’s news of the stream and the food that it offers, you decide the next choice would be to explore the source of the water before continuing on using it. Once again you call Slink and his scouts to explore the cliff stream, as Goldemaar surfaces from the makeshift workshop. “I finished it a day early, going to go for some fresh air before I put on some finishing touches. You mind if I take some of the soil from Ember’s tribe to see if we can transplant it here?”

With a smile, you reply, “you sound smart wording it that way, I think the musty workshop air has gotten through your thick skull.” Sharing a laugh, Goldemaar departs with his apprentice Blade and a couple of the other builders from the village. After both parties have left, you feel a sense of loneliness at the now quiet village as your voice turns to the tomes Ember sent you…

Perhaps it is time for some light reading.

Slink:
Once again waiting on the rest of the scouting team, you wander along the streambed spearing yourself a light snack in the form of a blind eel in the process. You resent accepting Criproghad’s request to bring the rest of the kobolds with you. You kick a rock downstream, and it causes the rest around it to begin shifting. Before you realize it, the rocks under your foot give way, causing you to slip and hit your head on the edge of the stream. Unable to comprehend what is happening, the water carries you further and further downstream until you reach the hole at the end of it, falling down a tunnel under the water.

You awake a few hours later, on the edge of a small pond. The water trembles underfoot causing you to panic and claw your way out of it. Looking around, the shadows seem to move all around you, however it is too dark for you to make anything out. You can tell the cave you are in extends in one direction, however you can’t tell how far the other side is or how deep it is. The water flows from above, forming a waterfall down into the cave.

>>Need some actions with rolls
>>
Rolled 15 (1d20)

>>53104
>>>Need some actions with rolls

Alright lets see about going forward. cant go up, its slippery
>>
Rolled 2 (1d20)

>>53181
+1
>>
>>53104
Do you read R.A. Salvatore?
>>
>>53104
What's in the inventory?
>>
>>53337
I have not though it has always held my interest

>>53342
a small dagger, the hide armor in Crater slows you down too much for your taste

>>53181
>>53301
writing
>>
>>53372
You should read the legend of Drzzit, the books take place in the Underdark, that's why I asked
>it's also not cliche at all, Salvatore created the Underdark and the Drow
>>
Part 1:
>>53372
Following the edge of the water for some way, the cave seems to narrow to an end ahead of you. Your progress is slow as every few steps has you turning around to check your back, sure that something was there only a moment before. Finally you walk a few steps, then turn and lunge your dagger into the thing following you, but the blade returns dry as proof that you are alone. Perplexed at the absence of anything back there, you check the blade once more to make sure it is dry; that is when you feel a cool breath down the back of your neck. A cool voice whispers in your ear, “dive into the water little one, swim quickly now into the depths near the end of this tunnel and return home. Spread the word not to be caught on your lonesome again, lest the big bad beasts of the night come and steal you away.”

A screeching laugh sounds out, as what sounds like massive cogs grind far beneath you and you dive into the water, fearing for your life. The underwater channel extends until you begin to run out of breath, and your vision begins to blur by the time you see a place to surface. Your struggle is in vain however, and you lose consciousness just before you reach the surface.

Goldemaar:

Your first crate of soil broke under the weight of the burden you were trying to put it under. Turning from the unsalvageable wood, you stare at the large obsidian tree in the middle of the pond refuge. You wonder in amazement how such a beautiful structure was built, and what it could possibly be used for. The few times you’ve been to the pond refuge, you’ve always seen Ember near it, which must mean it is arcane in nature, maybe it has something to do with those tomes she sent to Criproghad…

You turn to load another crate full of soil and hopefully return with this one in tact just in time to see the kobold Wall that leads the scouting forces of Pond Refuge returning with a black kobold on his back. “This one of yours?” He shouts, “I found him in the pond like he was trying to fish or something, he doesn’t have any equipment but a scouting knife though.”

You immediately recognize him as Slink, the scout from Crater. Every time you see Slink he is up to some mischief running off on his own, so it doesn’t surprise you in the slightest he found himself in some trouble. Packing him in the crate with the soil, you saddle it on your shoulders and begin the trek back home. Ember follows your group, saying she has some things to discuss with Criproghad.

writing part 2
>>
>>53514
>A screeching laugh sounds out, as what sounds like massive cogs grind far beneath you and you dive into the water, fearing for your life. The underwater channel extends until you begin to run out of breath, and your vision begins to blur by the time you see a place to surface. Your struggle is in vain however, and you lose consciousness just before you reach the surface.
oh shit
>>
>>53514
Slink BTFO
Crate engineers BTFO
>>
>>53670
>Crate engineers BTFO
kek
>>
Criproghad:
After flipping through the tomes for a while, you resign yourself to not being able to read any of them without Ember’s help when one catches your eye. The book is titled, “Secrets of the Shadows: Finding the Good in Darkness” and, flipping to the first page, you read to yourself the first passage:

The dark hides our path
The dark hides our minds
The dark kills our people
And takes when nothing shines

Not all is lost when in this dark
For without dark, there is not light
And this light guides our way
For without dark, we have no sight
And in this light we stay

A chill runs up your spine, and you are compelled to turn to the next page of the tome, however you are interrupted by an uproar from outside. You leave your hut to find heaps of soil being spread in one corner of the crater and Slink being transported across the crater on a stone slab. Goldemaar explains “We’re not sure what happened, I’m sure he’ll be fine. I have something for you,” he explains, leading you toward the workshop he’s been working in. Inside he shows you five shortswords he’s been fashioning from the chitine mandibles you collected, each one dripping with their paralyzing venom. “These should give us a bit stronger of a defense,” he says with a smile, “careful though, I’m not sure how long the poison will last for.”

Admiring his work, you see Ember enter the door as well. “When you have the chance, send your brightest to the pond refuge. I have an idea in increasing our mage count.”

>>+5 chitine mandible shortswords
>>+building (farm plot, crude and infertile)
>>+technology (chitine mandible weaponry)

Population: 48 (18 green, 8 red, 7 black, 8 blue, 7 white)
Food: 9 turns
Technology: Nets, Basic smelting (need forge), crude construction, basic pyromancy
Locations: Crater tribe, Pond Refuge, Cliff stream (dangerous climb), Warm Tunnels, Tiled Tunnels

Pick two:
A) Explore [direction or location] [roll d20]
B) Build structure [roll d4+1] (locked; forge 2 turns)
C) Try to hunt or gather food [which kobolds] [roll d20]
D) Consult kobold or group of kobolds
E) Research [topic] [roll 2d6]
F) Other [write in] [roll d20]

I'll post the updated map when I get the chance
>>
Rolled 4, 3 = 7 (2d6)

>>53753
E) Research Farming
>>
Rolled 2, 6 = 8 (2d6)

Research fertile farming
>>
Don't research, book too spooky.
>>
Rolled 1, 1 = 2 (2d6)

>>53775
>>53770
this
>>
>>53779
-1 this. Let's read the shit out of this tome
>>
>>53783
'Mirin
>>
>>53753
>send your brightest
Are we not the brightest?
>>
File: 1450854587092.png (6 KB, 369x311)
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>>53814
>>
File: Kobmap02.png (122 KB, 1280x760)
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Population: 48 (18 green, 8 red, 7 black, 8 blue, 7 white)
Food: 9 turns
Technology: Nets, Basic smelting (need forge), crude construction, basic pyromancy, crude farming, mandible crafting
Locations: Crater tribe, Pond Refuge, Cliff stream (dangerous climb), Warm Tunnels, Tiled Tunnels, waterwell

forgot to update with new techs and locations
>>
>>53783
Dubs & critical, one action accounted for

1 vote for reading spooky scary tome. If you want to visit Ember, be sure to include which kobs to take with you
>>
>>53840
Well, we make all those gadgets and stuff. While they may not yet appreciate our genius, it certainly is there.
>>
>>53866
How do we know which ones are the smartest? Masons, or builders is my guess
>>
>>53903
Red kodolds are good with fire magic, we should take some of them too.
>>
>>53912
+1 for the red kobolds. We can read the time later
>>
>>53903
Criproghad and Goldemaar are probably up there.
>>
>>53912
>>53955
>>53984

writing
>>
>>54092
Part 1:
Goldemaar:
Looking around the village, you realize that construction is coming along and you now have reasonable defenses, as well as promises of more magic in your future. The main thing wrong right now is your source of food is lacking. Piecing together a large pickaxe for carving out some space, you make your way to the corner of the crater and begin work on carving out furrows for water and some for the soil. The process goes much quicker than you thought, and with your extra time you decide you should expand it a bit to have more room. Striking the stone wall, the wall gives way more than you thought, as a stream of water issues forth from a hidden pocket of water, filling the water trenches you had prepared in the ground. Terrified that it ruined all the hard work you put into the project, you turn around to see it was at the right place to set up the perfect farm plot to begin growing some of the crops they grow in the pond refuge.

After taking a moment to admire your handiwork, you proceed to the middle of crater to show off your accomplishments to Criproghad.

Criproghad:
The prospect of magic is appealing for your people, so you gather up a group of five available red kobolds and prepare to head to the pond refuge when you are approached by Goldemaar. “I’m not missing out on anything fun am I?” He asked, with a look of legitimate concern in his eyes. Laughing, you decide to take him with you, and your mind flits to Slink and if he would like to join, but as he is injured you decide it is best not to.

You encounter a good number of the hairless rats on your way to the refuge, and your kobolds are quick to snatch them up and take them with you as a gift for the settlement. When you pass the outpost at the fishing pond, the cave seems oddly quiet until you realize there are no kobolds at the outpost where Wall is usually stationed with the fisherbolds. Contributing to your unnervment, you approach where the small tunnel usually is to find it blocked off by a large boulder. You grow increasingly concerned, and turn to the pond where the underwater tunnel to the settlement is located and in a panic dive in. Thankfully, that is still there and you are relieved to see when you surface that the settlement still stands in the cave, obsidian tree and all.

Writing part 2
>>
>>54313
Part 2:
Approaching the tree in the center of the village, you find it is eerily silent here as well and are quick to find why. A large stone building that functions as a meeting hall stands near the center of the village, and you enter it with your group to find the village in solemn silence. In the middle of the building is a large table with the bodies of 2 green kobolds on it. Ember breaks the silence saying, “this is a tragedy that can not be repeated. Wall has just finished sealing the land entrance to our cave, nobody leaves the village without a group of at least five.”

After a few long hours of singing songs and holding a feast in their honor, the bodies are buried in stone tombs on the outskirts of the village and you finally get a chance to meet with Ember. “They were young, and were separated from their parents during the escape from Drakka. Not many children escaped the raid,” she explains, shaking her head. Before you can offer condolensces, she continues toward the obsidian tree in the center of the village. “This is a mana root. We had a book in the council, called the Drakka Historia, or history of dragons. It detailed all we know of the magic of this world, however it was kept in the palace and I only managed to escape with the books I sent you. By touching the mana root and offering it the stored magic within your body, it can amplify your power and allows you to send it out from your body. We were lucky to find a mana root while escaping,” she grins, admiring it. “The only problem with gaining this magic, is if it succeeds it consumes some of your life force and take from the years of your life to give you power. The more power you have, the shorter you live; the mana root is funny that way. Which of you are willing to take the risk?”

>>You have Criproghad, Goldemaar, and 5 red kobolds
>>
>>54416
The youngest red nomination
>>
>>54416
We want to live long and lead. Criproghad does not take the magic. Instead, we'll work up some Wizard-of-Oz, stage magician, flashlight-for-a-caveman magic of our own design.
>>
>>54416
We should let them choose. However, at least three of them must use the root.
>>
Is there a way to estimate how much life it will reduce

like a dice roll or some shit
>>
>>54543

By about a fourth of their remaining years (kobolds live long though provided they aren't eaten by something bigger)
>>
>>54559
Oh well then it make sense to go by senority then. Who in for oldest of the smart kobolds?
>>
>>54587
>>54528
>>54499
>>54496

Since the time taken away is based off your remaining years, you turn to the eldest of the red kobolds, two brothers that escaped with you in the beginning. Not letting them show him up, their younger brother rushes forward to join them, and the two elders nod to you when you ask for their approval. The trio approaches the tree, and one by one place their hands on it, making a pact with the core of the world, the mana seed.

For a moment, it seems as if nothing has happened until flames issue forth from the red kobolds blowing you back in a wave of heat. Flames engulf the eldest kobold’s arms, moving with them when he waves them about. The second eldest gains the ability to burst flames from the ground in fissures as large as him in the distance. It seems as if the mana root rejected the youngest of the kobold and a silence strikes all of you until he opens his mouth to speak and a jet of flames issues forth. All of the kobolds now showing signs of learning pyromancy, you turn your gaze to Ember. “Everyone’s magic manifests differently, and every time you tap into the mana seed it gives you a new manifestation. If you don’t mind leaving them here, I’d like to teach them a bit about pyromancy and help defend against whatever it is that is striking against our villagers.” You give your approval, and continue on the path home with one last glance back at Ember reprimanding the three brothers for wrestling using their fire techniques. The caves so far away from Drakka are beginning to feel a lot like home and it is almost as if leaving your family behind. You wipe a sentimental tear from your face and feel a sense of pride inside at what you have accomplished.

“Easy there, softscales,” Goldemaar whispers from beside you.

-2 green kobolds
+2 red kobold pyromancer apprentices
+1 turn food

Population: 48 (16 green, 8 red, 7 black, 8 blue, 7 white)
Food: 9 turns
Technology: Nets, Basic smelting (need forge), crude construction, basic pyromancy, crude farming
Locations: Crater tribe, Pond Refuge, Cliff stream (dangerous climb), Warm Tunnels, Tiled Tunnels, waterwell

Pick two:
A) Explore [direction or location] [roll d20]
B) Build structure [roll d4+1] (locked; forge 1 turn)
C) Try to hunt or gather food [which kobolds] [roll d20]
D) Consult kobold or group of kobolds
E) Research [topic] [roll 2d6]
F) Other [write in] [roll d20]
>>
Rolled 6, 1 = 7 (2d6)

>>54733
E Magic/Tinkering
We magitecj now
>>
Rolled 6, 5 = 11 (2d6)

>>54733
Research the scary tome.
>>
Rolled 5, 2 = 7 (2d6)

>>54791
i second this
>>
Rolled 6, 3 = 9 (2d6)

>>54733
Criproghad needs to research his own brand of magic. I'll roll for it.
>>
Rolled 6, 5 = 11 (2d6)

>>54791

Third'd
>>
Rolled 7 (1d20)

http://www.cnbc.com/2016/05/03/ted-cruz-suspends-campaign.html make the underdark great again
>>
>>54857
>>54853
>>54829
>>54791
>>54786

Criproghad:
After taking some time to relax after the intensity of the trip to the pond refuge, you turn to the tomes in your hut to set to work on understanding the meaning of the text. As you start again, the line “for without dark there is no light,” strikes something in your memories of Drakka. In the city were lights you invented that used the power of magic to stay lit instead of fuels from the caves. You set to work researching these tomes to see how you can incorporate these into the original design.

Goldemaar:
Arriving at your workshop after you wake up, you are surprised to see that all of your tables and scrap boxes are missing. You soon find where they’ve gone as you approach a building you hadn’t noticed before on the outskirts of the village. Upon entering, three kobolds yell surprise and unveil the new forge they’ve built inside it. All your work benches have been moved here and all the ores you discovered in the crates are next to the forge. Excited, you first build some tools to deliver to Criproghad so he can begin tinkering again, then set to work on a new weapon for yourself. Slow to realize the change, Blade arrives halfway through the day, and you begin to teach him the art of smithing. You make a set of iron armor with hide straps from ruined armor and two greatswords, one for each of you. That night you even spare some of the food stockpile to celebrate your accomplishments.

+building (forge)
+1 set of iron armor
+2 greatswords
+research started (magic lights; 7 turns)

Population: 46 (16 green, 8 red, 7 black, 8 blue, 7 white)
Food: 9 turns
Technology: Nets, Basic smelting, crude construction, basic pyromancy, crude farming, basic metalworking
Locations: Crater tribe, Pond Refuge, Cliff stream (dangerous climb), Warm Tunnels, Tiled Tunnels, waterwell, forge

Pick two:
A) Explore [direction or location] [roll d20]
B) Build structure [roll d4+1]
C) Try to hunt or gather food [which kobolds] [roll d20]
D) Consult kobold or group of kobolds
E) Research [topic] [roll 2d6] (locked; magic lights, 7 turns)
F) Other [write in] [roll d20]
>>
Rolled 7, 16 = 23 (2d20)

>>55025
we need a search party for slink
>>
>>55046

He's in the village, just injured and resting. You can send him out this turn if you want
>>
Rolled 7 (1d20)

Explore tiled tunnel with scouts
>>
Rolled 1 + 1 (1d4 + 1)

>>55025
BUILD
>>
>>55119
WALL? or what?
>>
Rolled 1 + 1 (1d4 + 1)

>>55119
I agree we should have something being built. Do we have a hospital type building?
>>
>>55186
We need to build a hospital. Do we have any doctors? I imagine a doctor'd be green and would have a sexy nurse.
>>
>>55204
We need to establish an hospital indeed.
>>
>>55186
Witnessed and seconded
>>
>>55204
I don't think so, should we go for magical healing or mundane, plant based medicine?
>>
>>55302
Both.
>>55292
But we need confirmation on that nurse. And that doctor.
>>
>>55119
>>55186

double crits noted

>>55090

Scouting tunnel also

Writing
>>
sorry it has been taking so long today guys
>>55402
Goldemaar:
While Criproghad is busy with his studies of machinations, you decide you try your hand at directing the troops a bit. With the recent injury of Slink and parties going missing from the other settlement, you decide a hospital might be the best use of your resources, and almost as if an answer to your request a newcomer from the pond refuge arrives. A newly converted green kobold earth mage that can draw magic power from the earth to restore light wounds and broken bones to their former scaley glory.

A spring in your step you heft some stone slabs to an unnocuppied region of the crater and begin to build a hospital. By the end of the day, your hospital is close to completion, leaving just a little bit more to do as you retreat to your workshop to stay up late making tools for the doctors.

Slink:
With the help of the new healer to the village, you are fully healed and ready to begin exploring once more! You begin to set out to explore a new region of the cave, but remembering the incident with the cliff stream, you take some kobolds with you to help. With your scouts, you make your way to the western tunnel with the strange tile carvings on the walls that you haven’t explored yet.

Hearing water in the distance, you rush forward to find the tunnel opens in the mouth of a wide circular cavern with a pool of water in the middle. The floor and walls are covered in the tile carvings, and a massive blue crystal glows dimly on the ceiling of the cavern, casting the cave into an fae-like light. Lumbering across the floor of the cavern is a six-legged reptile with a small head and spines dotting its back. One glances in your direction as if its beady eyes can see you, but it makes no effort to move toward you. From this cavern, the cave extends into the South, and a small passage leads to the North.

>>Anything to attend to from here?
>>
>>55413
What are the official positions of our little government? Slink will probably be the military head, while Goldemaar is the ???
Also, what's the doctor's name?
>>
>>55459
Currently Criproghad is the chieftan, other than that it's a little fluid though

We'll go with Krixx for the new doctor ladybold.

It's mostly just assumed that it is a tribe with a single chieftain since nothing else has been proposed as of yet
>>
Rolled 2, 2 = 4 (2d6)

l>>55459

Research the tiles meanings?
>>
>>55413
Let's see what's to the north.
>>
>>55513
>>55574

writing
>>
>>55648

Slink:
The tiles on the wall remind you of something from the crater, and after some thought you realize you have seen some of the symbols from the books Criproghad received. Thinking Ember might know more about them, you collect a couple of the more recognizable tiles and stash them away to take home.

Turning next to the Northern tunnel, you continue down it to find the air becoming warmer. Pools of tranluscent dark sludge are on the ground along the path and shelves of mushrooms coat the walls. Taking some of the mushrooms for home, you forge ahead and after many forking tunnels, find yourself in a tunnel chest deep in warm dark water. Deciding this is as good a chance as any to head back since it’s getting late, you lead your team back to the crater with tales of your newfound oddities.

+2 turns food

On that note, I’m gonna log off for the night. Thanks for sticking around guys it was fun!
I’ll probably run again next week, if you want in follow my twitter @Quaff_QM
>>
>>55824
>next week
That's in a long time. See you then.
>>
>>55824
save this shit man! it was fun to see it again
later QM
>>
>>55824
It was fun, QM. I'll look out next week.



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